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Java GL2.glLoadIdentity方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL2.glLoadIdentity方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glLoadIdentity方法的具体用法?Java GL2.glLoadIdentity怎么用?Java GL2.glLoadIdentity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jogamp.opengl.GL2的用法示例。


在下文中一共展示了GL2.glLoadIdentity方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(GLAutoDrawable drawable)
{
	inst.stepGame();

	GL2 gl = drawable.getGL().getGL2();

	gl.glLoadIdentity();
	gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
	
	if(inst.GAME_STARTED)
		setCamera(gl, glu);
	else
		setCameraMapping(gl, glu);
	
	drawMapGeometry(gl);
	drawEnts(gl);
	if(Shoot.DEBUG || !inst.GAME_STARTED)
		drawGraph(gl);
	
	gl.glTranslated((inst.getPlayerPos().x + inst.getOffset().x), (inst.getPlayerPos().y + inst.getOffset().y), 0);
	drawPlayerInfo(gl);
	
}
 
开发者ID:ben-j-c,项目名称:TopDownGame,代码行数:25,代码来源:Display.java

示例2: reshape

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2(); // get the OpenGL graphics context
	GLU glu = g.getGLU();

	if (height == 0) height = 1;   // prevent divide by zero
	float aspect = (float)width / height;

	// Set the view port (display area) to cover the entire window
	gl.glViewport(0, 0, width, height);

	// Setup perspective projection, with aspect ratio matches viewport
	gl.glMatrixMode(GL2.GL_PROJECTION);  // choose projection matrix
	gl.glLoadIdentity();             // reset projection matrix

	glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar

	// Enable the model-view transform
	gl.glMatrixMode(GL2.GL_MODELVIEW);
	gl.glLoadIdentity(); // reset
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:23,代码来源:Example2.java

示例3: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
    AWTGraphics3D g = (AWTGraphics3D) graphics;
    view.update(0);

    GL2 gl = g.getGL2();  // get the OpenGL 2 graphics context
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
    gl.glClearColor(1f, 1f, 1f, 1);
    gl.glLoadIdentity();  // reset the model-view matrix

    //Transform by Aim
    g.aimCamera(view.getAim());

    g.setColor(Color.CYAN);

    updateAnimation();

    Joint root = motion.getArmature().getRoot();

    for (Joint js : root.getChildren()) {
        drawSkeleton(g, js);
    }
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:24,代码来源:AnimationApplication.java

示例4: reshape

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
    AWTGraphics3D g = (AWTGraphics3D) graphics;
    GL2 gl = g.getGL2(); // get the OpenGL graphics context
    GLU glu = g.getGLU();

    if (height == 0) height = 1;   // prevent divide by zero
    float aspect = (float) width / height;

    // Set the view port (display area) to cover the entire window
    gl.glViewport(0, 0, width, height);

    // Setup perspective projection, with aspect ratio matches viewport
    gl.glMatrixMode(GL2.GL_PROJECTION);  // choose projection matrix
    gl.glLoadIdentity();             // reset projection matrix

    glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar

    // Enable the model-view transform
    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glLoadIdentity(); // reset
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:23,代码来源:AnimationApplication.java

示例5: annotate

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void annotate(GLAutoDrawable drawable) {         //shows the class in the jAER window
    if ((drawable == null) || (chip.getCanvas() == null) || !classifyEvents || model == null) {
        return;
    }
    titleRenderer = new TextRenderer(new Font("Helvetica", Font.PLAIN, 40));
    Rectangle2D bounds = titleRenderer.getBounds("Unkown");
    titleArea = new Rectangle((int) bounds.getWidth(), (int) bounds.getHeight());
    GL2 gl = drawable.getGL().getGL2();
    gl.glColor3f(1, 1, 1);
    gl.glRasterPos3f(10, 10, 0);
    titleRenderer.beginRendering(drawable.getSurfaceWidth(), drawable.getSurfaceHeight());
    titleRenderer.setColor(Color.WHITE);
    titleRenderer.draw(String.format("Class: %d", labeledClass), titleArea.x, titleArea.y);
    titleRenderer.endRendering();
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glTranslatef(drawable.getSurfaceWidth() / 2, drawable.getSurfaceHeight() / 2, 0);
    gl.glColor3f(1, 1, 1);
    float w = drawable.getSurfaceWidth() * lastdot * 5;
    gl.glRectf(0, -10, w, 10);
    gl.glPopMatrix();
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:24,代码来源:CochleaSVMTwoEars.java

示例6: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2();  // get the OpenGL 2 graphics context
	gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
	gl.glLoadIdentity();  // reset the model-view matrix
			
	gl.glTranslatef(0.0f, 0.0f, -5.0f); // translate into the screen
	gl.glScaled(2, 2, 2);
	gl.glRotated(angleY, 0, 1, 0);
	
	g.drawFrustrum(frustrum);
			
	//Draw Bunny Model
	bunny.draw(g);
	
	//Draw Bounding Box
	gl.glColor3f(0, 1, 1);
	renderOctree(g, octree);
			
	//Rotate Model
	if(rotate) {
		angleY += 1;
	}
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:26,代码来源:FrustrumRender.java

示例7: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/** Called by the drawable to initiate OpenGL rendering by the
    client. After all GLEventListeners have been notified of a
    display event, the drawable will swap its buffers if {@link
    GLAutoDrawable#setAutoSwapBufferMode setAutoSwapBufferMode} is
    enabled. */
@Override
public void display(GLAutoDrawable drawable){
	target.update();
	GL2 gl=drawable.getGL().getGL2();
	gl.glClearColor(0,0,0,0f);
	gl.glClear(GL.GL_COLOR_BUFFER_BIT);
	gl.glPushMatrix();
	gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
	gl.glLoadIdentity(); // very important to load identity matrix here so this works after first resize!!!
	gl.glOrtho(0,drawable.getSurfaceWidth() ,0,drawable.getSurfaceHeight(),10000,-10000);
	gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
	gl.glPopMatrix();
	gl.glPushMatrix();
	gl.glColor3f(1,1,1);
	gl.glRectf(target.x()-SIZE, target.y()-SIZE, target.x()+SIZE, target.y()+SIZE);
	//        gl.glColor3f(1,1,1);
	//        gl.glTranslatef(target.x(),target.y(),0);
	//        if(eyeQuad==null) eyeQuad = glu.gluNewQuadric();
	//        glu.gluQuadricDrawStyle(eyeQuad,GLU.GLU_FILL);
	//        glu.gluDisk(eyeQuad,0,5,16,1);
	gl.glPopMatrix();
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:28,代码来源:EyeTarget.java

示例8: reshape

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
    AWTGraphics3D g = (AWTGraphics3D) graphics;
    GL2 gl = g.getGL2(); // get the OpenGL graphics context
    GLU glu = g.getGLU();

    if (height == 0) height = 1;   // prevent divide by zero
    float aspect = (float) width / height;

    // Set the view port (display area) to cover the entire window
    gl.glViewport(0, 0, width, height);

    // Setup perspective projection, with aspect ratio matches viewport
    gl.glMatrixMode(GL2.GL_PROJECTION);  // choose projection matrix
    gl.glLoadIdentity();             // reset projection matrix

    glu.gluPerspective(45.0, aspect, 0.1, 1000.0); // fovy, aspect, zNear, zFar

    // Enable the model-view transform
    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glLoadIdentity(); // reset
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:23,代码来源:LogoShowApplication.java

示例9: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
    AWTGraphics3D g = (AWTGraphics3D) graphics;
    GL2 gl = g.getGL2();  // get the OpenGL 2 graphics context
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
    gl.glLoadIdentity();  // reset the model-view matrix

    gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
    gl.glScaled(15, 15, 15);
    gl.glRotated(angleY, 0, 1, 0);

    //Draw Bunny Model
    bunny.draw(g);

    //Draw Bounding Box
    gl.glColor3f(0, 1, 1);
    //g.drawBoundingBox(bunnyVBO.getBoundingBox());
    renderOctree(g, octree);

    //Rotate Model
    if (rotate) {
        angleY += 1;
    }
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:25,代码来源:OctreeRender.java

示例10: standardScene

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public static void standardScene(Graphics3D graphics, int x, int y, int w, int h) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2();
	GLU glu = g.getGLU();

	gl.glViewport(x, y, w, h);

	gl.glMatrixMode(GL2.GL_PROJECTION);
	gl.glLoadIdentity();
	
	double aspect = (double)w/(double)h;

	glu.gluPerspective(60.0, aspect, 0.1, 500.0);

	gl.glMatrixMode(GL2.GL_MODELVIEW);
	gl.glLoadIdentity();
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:18,代码来源:StandardExample.java

示例11: reshape

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2(); // get the OpenGL graphics context
	
	gl.glViewport(0, 0, width, height);
	gl.glMatrixMode(GL2.GL_PROJECTION);  // choose projection matrix
	gl.glLoadIdentity();             // reset projection matrix
	gl.glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
	gl.glMatrixMode(GL2.GL_MODELVIEW);
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:12,代码来源:PyramidExample.java

示例12: reshape

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2(); // get the OpenGL graphics context
	GLU glu = g.getGLU();

	if (height == 0) height = 1;   // prevent divide by zero
	float aspect = (float)width / height;

	// Set the view port (display area) to cover the entire window
	gl.glViewport(0, 0, width, height);

	// Setup perspective projection, with aspect ratio matches viewport
	gl.glMatrixMode(GL2.GL_PROJECTION);  // choose projection matrix
	gl.glLoadIdentity();             // reset projection matrix

	double angle = 45;
	
	double nearDistance = 0.1;
	double farDistance = 100;
	
	glu.gluPerspective(angle, aspect, nearDistance, farDistance); // fovy, aspect, zNear, zFar
	
	frustrum.setCamInternals(angle, aspect, nearDistance, 1);
	frustrum.setCamDef(new Vector3(0, 1, 0.6f), new Vector3(0, 0, 0), new Vector3(0, 1, 0));

	// Enable the model-view transform
	gl.glMatrixMode(GL2.GL_MODELVIEW);
	gl.glLoadIdentity(); // reset
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:31,代码来源:FrustrumRender.java

示例13: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2();  // get the OpenGL 2 graphics context
	gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
	gl.glLoadIdentity();  // reset the model-view matrix

	gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
	gl.glColor3f(1, 1, 1); //set the triangle color
	gl.glScaled(5, 5, 5);
			
	bunny.draw(g);
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:14,代码来源:SimpleMeshExample.java

示例14: init

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init( GLAutoDrawable drawable ) {
	// drawable.setGL(new DebugGL(drawable.getGL()));
	drawable.setAutoSwapBufferMode(true);
	final GL2 gl = drawable.getGL().getGL2();

	//	        log.info("OpenGL implementation is: " + gl.getClass().getName() + "\nGL_VENDOR: "
	//	                + gl.glGetString(GL.GL_VENDOR) + "\nGL_RENDERER: " + gl.glGetString(GL.GL_RENDERER) + "\nGL_VERSION: "
	//	                + gl.glGetString(GL.GL_VERSION) // + "\nGL_EXTENSIONS: " + gl.glGetString(GL.GL_EXTENSIONS)
	//	        );
	final float glVersion = Float.parseFloat(gl.glGetString(GL.GL_VERSION).substring(0, 3));
	if (glVersion < 1.3f) {
		//	            log.warning("\n\n*******************\nOpenGL version "
		//	                    + glVersion
		//	                    + " < 1.3, some features may not work and program may crash\nTry switching from 16 to 32 bit color if you have decent graphics card\n\n");
	}
	// System.out.println("GLU_EXTENSIONS: "+glu.gluGetString(GLU.GLU_EXTENSIONS));

	gl.setSwapInterval(1);
	gl.glShadeModel(GLLightingFunc.GL_FLAT);

	gl.glClearColor(0, 0, 0, 0f);
	gl.glClear(GL.GL_COLOR_BUFFER_BIT);
	gl.glLoadIdentity();

	gl.glRasterPos3f(0, 0, 0);
	gl.glColor3f(1, 1, 1);
	//	        glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, "Initialized display");
	// Start animator (which should be a field).
	animator = new FPSAnimator(glcanvas, 60);
	animator.start();
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:33,代码来源:Triangulation3DViewer.java

示例15: display

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
	AWTGraphics3D g = (AWTGraphics3D) graphics;
	GL2 gl = g.getGL2();  // get the OpenGL 2 graphics context
	gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
	gl.glLoadIdentity();  // reset the model-view matrix

	gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
	gl.glColor3f(1, 1, 1); //set the triangle color 
	gl.glBegin(GL.GL_TRIANGLES); // draw using triangles
	gl.glVertex3f(0.0f, 1.0f, 0.0f);
	gl.glVertex3f(-1.0f, -1.0f, 0.0f);
	gl.glVertex3f(1.0f, -1.0f, 0.0f);
	gl.glEnd();
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:16,代码来源:Example1.java


注:本文中的com.jogamp.opengl.GL2.glLoadIdentity方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。